Showing posts with label Arkham Files. Show all posts
Showing posts with label Arkham Files. Show all posts

Wednesday, 11 January 2017

Investigators of Arkham





A very varied group of characters is faced against the madness of all sorts of horrors lurking beyond. Divers set of archetypes, offering multiple playing styles and ways to deal with the supernatural threats of all kinds. So far (core set and the spoilers we got from the first deluxe expansion) FFG is doing a good job individualizing them. It’s possible because designers started with multiple tools allowing for customizing investigators. Each investigator has not only different skill values or class. They also have a unique special ability and an individual effect resolving when an Elder Sign is drawn from the Chaos Bag during a skill check (Elder Sign effect). It does not stop here, though – every character has their own special cards being mandatory part of their deck, both for good and evil (signature cards). The deck-building requirements/options, unique for each character also contribute heavily to make every investigator feel special.

Let me share my views on all of the above aspects:

1.                Skill values

Arkham uses a different approach to skills than its 2 predecessors. First of all, the amount of skills is the lowest (4). It is definitely a good design choice due to the skill icon/skill check mechanic. If there were too many possible checks, the icons would be useful too rarely.

What is bit less obvious, though, is that each skill has a designated “specialized” test, even if not explicitly mentioned in the rules in case of Will (used for casting spells; Combat is used for the fight tests, Lore for investigating and Agility for evading). Both Arkham Horror and Eldritch Horror had a skill not directly linked to any purpose (Luck and Observation, respectively).   

In a way skill system supports some sort of specialization – since it is not possible to be good at every aspect of the game, it’s better to succeed at most of Fight tests, than at 20% of Fight and Evade, for instance. On the other hand, encounter cards or any other scenario related content can ask for a skill check of any kind. For this reason low value of a skill might cause trouble (“Grasping Hands” for low Agility character might be tough to deal with, even more if you draw it more than once etc.). On top of that, you are very often forced to investigate (as discovering clues drives the scenario’s progress) and sometimes to fight (not only evading forever is not always an option, but also scenario asks you to kill an enemy on occasions). Skill value of 1 might therefore really mess up with progress of your investigation. And since character will most probably excel in class-related skill(s), there might not be too many options to mitigate the weakness with cards available to them (unless neutral ones).


Despite what I've said about specialization, Jenny has an all-round set of skills
 
2.                Special ability/abilities

This particular point can either shape the whole playing style of a character, or easily just be a supportive thing, allowing for multiple ways of leading the character. Without going into much detail, consider these examples – while Agnes’ ability encourages you to find synergies like “Forbidden Knowledge”, Skids’ extra action allows for more of a versatile and adaptive approach, based on scenarios’ needs. Regardless of its nature, unique special ability truly adds distinctive feel to the character and makes each of them exceptional.
 
Elder Sign effect (I guess it’s the best way to call the other half of investigator’s ability) is a very nice touch from a design point of view. Even though you rarely draw the symbol, it’s a great feeling to actually see it in your hand and be able to apply the effect. I am therefore bit disappointed with the implementation. Why? Well, to answer this question we must make a very basic observation – most of tokens in the chaos bag have a negative modifier. Therefore, when attempting a skill check, one tries for the skill value to be higher than difficulty. As a result, all the Elder Sign effects boosting the skill value are not too useful, as skill value most probably was higher than the skill difficulty anyway. The exceptions are very rare and include some desperate long shots aimed specifically at drawing an Elder Sign, or a test forced by scenario/encounter deck. More creative ideas for the Elder Sign effect, like giving resources or allowing to draw cards are not only much more playable, but very often much more thematic as well. 


With an extra action every now and than, Skids can adjust to whatever is going on at the moment


3.                Signature cards.
FFG team did an excellent job coming up with idea of signature cards. You do feel so much like the character you’re playing, when you can use the very special effect granted by an individualized card. It creates an even greater playing experience (at least for me) to be faced with personalized character flaw. It not only widens the spectrum of possible results and choices, but also brings the game  one step closer to a role-playing experience. Signature cards can also interact in many interesting ways with each other and/or character’s abilities.

So far each investigator got 2 signature cards – one “good card” and one “bad card” (well, a weakness, technically speaking). The “good one” being an asset/event (though I could easily imagine a skill as well) . This approach will most probably be kept for most of the characters, but I wouldn’t be surprised if an investigator got more cards for some thematic/game-play reason.
Final note will include strength of the positive cards and drawback of negative ones; hence a character with a very good positive card might still only score a “3” if they also have a devastating weakness.

Weaknesses, relating to the stories origination from times of Arkham Horror
truly add another layer of story-telling to the game

4.                Deck-building options/Class
Each investigator has a limited pool of cards to choose from, when creating their own deck. The core set characters have access to 2 cards belonging to 2 classes (unlimited options in their primary class and limited selection of high level cards in their secondary class), as well as the neutral ones. The Dunwich investigators can use all the cards of their class and any 5 of other classes albeit only on 0 level. We can expect different deck-building options for other characters; I personally wouldn’t appreciate too sophisticated ones (like the one chosen for Marie), as it seems to mess too much with the class idea.

Class itself might only be a thematic description, indicator of investigator’s type, based on the fact that Marie cannot use all the Mystic cards (she might be one of a kind exception, but then again, she might not). I would, however, prefer it to be both a solid high-level archetype, shaping both basic idea of an investigator (his skill values, ability etc.) and their deck-building options – in my opinion character of a certain class should always be able to take any card of that class.

I strongly believe that card choice affects the investigator’s style the most, as AH:TCG is… well a card game. A player can choose almost 90% of cards in their deck, even with signature cards system in place. 2 different investigators with same deck would feel much more similar, than 2 completely different decks for the same investigator. Currently there are not too many options for a varied deck-building. Card pool will slowly, but steady grow in time, though. I hope we’ll get to see more high level cards, especially, allowing for a great character development (nice touch, mechanism similar to Mage Knight – deck-building seems to be able to nicely provide mechanic means for depicting character’s progress). And since the deck is limited in size, with many 0 level cards being a must have (to be replaced with their higher level copies, perhaps) cards with “Permanent” keyword will come in very handy. Not to mention, they provide a very strong RPG feel.

Limiting the card pool available to each investigator is a brilliant design choice. First of all, it makes each investigator different; it links playing cards with the investigator, with the archetype, with the class. This way it nicely presents how different means are open to an FBI Agent and a University Librarian, skilled in occult and magic. Second of all, it makes deck-building itself less important and puts the focus on actual playing. It might be matter of taste; I am not a big fun of deck-building and value the genuine game-play far higher. You spend less time creating perfect set of cards and more being your character.

Have you noticed the restriction "No Fortune card"? Nice touch!
 
I’m going to publish a post about every investigator, giving my opinion on each aspect of their design. As mentioned in the opening post, both game-play and theme aspect will be mentioned. I will try to throw in as much advice and ideas in the mix as I can– feel free to be inspired, even by the untested ones.

As a fan of Arkham Files I’m also planning to start each description with some sort of legacy, mentioning how the concept of the investigator developed through Arkham Files’ history. I enjoy using same characters over and over again and begun to like some of them through entire history of Arkham Files (I'm looking at you, Silas!)

Zoey's God-given mission has started back in Arkham Horror days and is still ongoing.
 All images are courtesy of cardgamedb.com and fantasyflightgames.com

Sunday, 8 January 2017

Introduction (start here)

Hi everybody and welcome to the horror (and fun!) of another installment of Arkham Series. I will be your guide to the unspeakable madness brought to us by the creators of Arkham Horror: The Card Game.

So how about starting with few words about me? I consider myself to be quite a veteran in regards to board gaming, especially the Arkham series, created by the almighty Fantasy Flight Games. My first and most beloved game will always be Twilight Struggle (which I even enjoy playing competitively (by the way, if you happen to be a TS fan, who wants to try their skill and luck against the best players from around the world, please consider joining probably the best organized TS league around -> http://yatsl.zimna-wojna.pl/)). However, I have spent countless hours playing different cooperative board games with my beloved wife and the vast majority of the games we’ve played were part of the Lovecraftian themed FFG series. I might consider describing my journey through the mysteries of Eldritch beings lurking just beyond the Threshold in a later entry. For now it should be enough for you to know, that I have extensively played Arkham Horror and Eldritch Horror, while also having a couple of plays of Elder Sign under my belt. No wonder then that when I found out about the Arkham Horror: The Card Game (which will just be called “AH:TCG” or simply “Arkham” later on, while all FFG games with Lovecraftian theme will be called “Arkham Files”) I was beyond excited. Even more so, as it seemed to deliver, what Lord of The Rings failed to – namely more of a story and less of a deckbuilding exercise (played it as well for a while, being a huge Tolkien fan I had extreme expectations and got somehow disappointed in the end, mostly due to reasons mentioned previously). So far it’s perfectly meeting my needs and expectations. I’ve been playing it as much as I can between work and managing my new family member.

This is where the Madness started
I play cooperative games almost exclusively in 2 player setup, with the other player being my wife. We have similar expectations from the games and our playing styles nicely match each other. Since this is my primary source of experience and also the main goal I have in mind, all of my opinions and judgments (unless explicitly stated otherwise) will be based on the assumption that one is playing 2 player variant. I will also assume that one is not limited by any card limitations (meaning - you have 2 copies of each card, since this is the limit of identical cards in your deck; and has all the current sets/expansions)1

For some of my basic examples related to concepts of the game, or comparison between cards/characters I will allow myself to use story/gameplay information from the first campaign – Having at least one full play through the core set campaign under your belt is not an unreasonable assumption for me to make and it helps a lot when writing. If you haven’t completed your first campaign, I would strongly recommend you to stop reading (for now!) and go through it first. I will however not spoil other story elements (unless warned. No worries, I’m going to use all capitals and red font, I promise). 

My last assumption is – one is playing on standard difficulty level (I have a feeling that easy is not enough of a challenge, while hard seems to be too punishing and random in a way, just adding tokens, which negative value is too high to be considered worth taking into account while planning checks… maybe quite thematic strike of uncaring and brutal universe, but not very good for playing… )2

…which leads us to another point I was planning to put in this short introduction. Board games at their heart are a mix of gameplay and theme. One cannot exist without the another and ideally they should perfectly match and complement each other. I definitely prefer games with a strong theme, reflected nicely in the mechanics, and even though while playing some more competitive games (Twilight Struggle, for instance)3, I am much more focused on just playing the perfect move(s), in the Arkham Files. I am just as much interested in the slowly creeping madness infecting my mind and soul theme. Therefore I will also take into account the “theme” part while posting, though I will try to keep it separate from the purely mechanic part of things4 (I can’t promise I will always succeed, though). 

I very often feel tempted to share my own ideas about the execution of certain game elements – abilities, cards and scenarios, for example. I hope you will find it interesting to read them. I should, however, start with a disclaimer. I am not a game designer. You might consider my ideas bad. I also understand that some calls are to be made due to a bigger picture (the need for certain types of cards to exist in meta, sacrificing theme for gameplay etc) and that ultimately it’s FFG who call all the shots. Nevertheless, I hope, you’ll find my ideas interesting.

If you’ve been carefully reading so far (and I hope you have), you might have noticed that I put those tiny little numbers, called superscripts, every now and then. I decided to introduce them to put my inclination towards adding lots of digressions at bay – I strongly encourage you, my dear readers, to read them at any time you see fit, either after dealing with the main text or just at the time the number shows up . I just would like to keep the logical structure of the text intact, while also being able to share all my thoughts, related to the subject.

Where was I at? Eating cultists? Damn you, digressions!
I will try to post regularly. My current plan is twice per week – every Sunday and Wednesday. I will endeavor to keep my word, unless a mind-shattering experience wrecks my sanity and turns me into an empty-eyed madman, mumbling not understandable words (or maybe a regular every day event stops me).


Please note, many of the graphics I am using (the ones directly from AH:TCG, specifically) are the intellectual property of Fantasy Flight Games. 

Last (before the digressions make their appearance), but definitively not least – should you like my blog, please spread it among your fellow gamers. The audience is what really matters for me, so your help with building it up would be much appreciated. I hope you will find its content both interesting and useful in repelling the Eldritch Things. Regardless of your opinion, feel free to share it or any other Arkham related comments under my posts. I’m already looking forward to reading it.

1As much as I adore FFG and understand they are here to make some bucks, not only for our entertainment, I really consider it a questionable to pretty much force everyone considering serious playing to buy lots of superfluous stuff just to get 2 copies of “Lucky!” or 4 copies of “Unexpected Courage”. More insight to the topic at https://whingewood.wordpress.com/2017/01/04/lcgs-is-needing-multiple-core-sets-bad-value/

2The luck matter is a quite heated debate among boardgamers. While I don’t want to go into the details, it’s worth to mention it in some broad strokes. First of all, we need to differentiate between 2 types of luck/randomness – first one is randomness, that just allows for more replayability – random order of cards in encounter deck, random layout of locations etc. Even though it can lead to easier or harder setups, it’s a very useful tool and with some basic design skills can easily be put to good use without affecting difficulty too much. The other kind of randomness is using dice/any other random number/symbol generators (Chaos Bag, I’m looking at you). Some amount of randomness does not impact playing too badly, in my opinion (it’s matter of taste, obviously and I’m rather on the non-random side of the debate, though more liberal on coop’s than on classic competitive games). However it’s important that players can adjust their decisions based on the possible spectrum of outcomes and make meaningful decisions based on it (more about decisions in Lovecraftian world in another digression). So adding possible “-5”s and “-6”s (which is more or less what harder difficulty does), basically equals adding more auto failures, since you won’t really take into account drawing them - it will ultimately just be bad luck outside of any control. I would much rather fill bag with more “-3”s, for instance, so you can consider assigning extra icons for extra important skill checks. I might write an entire post about Chaos Bag, so consider it just a brief explanation of my standpoint.

Dice - ultimate symbol of luck


3I actually happen to consider TS a very thematic game – not only because of the cards, depicting the real-life events. It incorporates some of the very ideas/concepts behind Cold War (Domino Theory, Brinkmanship, Crisis Management), elegantly translating them into rules. It also creates exact kind of tension one would feel when leading a Cold War Superpower (or at least that’s my assumption, since I have never led one).

4Games are always some sort of abstract representations of the depicted events and as such necessarily must simplify some aspects of them and sometimes sacrifice the theme or even “realism” for the sake of simplicity or gameplay experience. It’s obvious it’s happening in every game, also in AH:TCG. How would we otherwise imagine an ally appearing in the middle of a mission – was he around the entire time, but just decided not to bother, until we played the card? How comes, moving between Attic and Hallway in the 1st mission takes same amount of time as moving between Arkham’s districts does in the 2nd mission? Resources and cards themselves are just very abstract concepts, baring very little resemblance to any real life objects/ideas. This also means there are times, when theme and gameplay sort of contradict each other, oppose each other – more thematic choice might lead to much worse game experience. Good example was mentioned above – it would be much more thematic to just fail skill checks for no reason (drawing “-6”s or “autofailures” from Chaos Bag), since this is Lovecraftian world – we’re all doomed to die and we have no control over our fate. However, it won’t be a game anymore, since a good game by definition assumes making meaningful choices. And (almost) always when the two contradict, I side with gameplay. Blasphemy? For some maybe, but isn’t >>blasphemous<< a most thematic word of Lovecraft anyway?